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(+1)

This was pretty cool, and had a fun concept.  The controls and effects were very very smooth, and the art style and theming were very cohesive and fitting.  I also liked that there were two different control schemes, and an achievement system.

  1. There are a few instances of contrast issues in the UI, this make certain parts of the game fairly difficult to read (specifically the yellow text on the gray paneling).  Generally, a contrast ratio of 4.5 for text and its background is held as the standard, and there are other things you can do to improve it such as giving the text a border or backdrop.  There are a few tools you can use to test your contrast ratio, such as this site: https://webaim.org/resources/contrastchecker/
  2. I wasn't too sure of what the color of the arrows around the ship meant.  I imagine they had something to do with organics vs. inorganics, but couldn't really tell.
  3. I wasn't sure what the progress bar at the bottom of the screen was for

The VOD is linked below, and will be available for 60 Days:
https://www.twitch.tv/videos/2573434007?t=1h1m13s

Thank you for that feedback. You aredefinitely right about the text contrast.

The arrow colors designated the target type: planet or asteroid. For a small project like this, having the two types of resources org/inorg was overly complex. Planets and asteroids both give both types of resources, but asteroids award whichever resource is lacking the probe launch threshhold while planets are a 70/30% chance per harvest


The progress bar is a visual indicator of the score tick. The score text should have tweened to draw some attention to the change as well. I only added the progress bar so players would not question when the score would change. I'll definitely think on how to be make that more clear for future projects.

Thank you for the vod. That is a great help for real time playtesting.

Thank you again for the constructive feedback